Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/SystemText.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

107 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Cute;
using UnityEngine;
namespace Wizard;
public class SystemText
{
private enum PARSE_TYPE
{
NORMAL,
SINGULAR_PLURAL }
private string[] patternTbl = new string[2] { "{(?<VALUE>[^@{}]*?(?<INDEX>-?\\d+)[^@{}]*?)}", "{(?<VALUE>[^@{}]*?(?<INDEX>-?\\d+)[^@{}]*?)@(?<SINGULAR>[^@{}]+?)@(?<PLURAL>[^@{}]+?)}" };
public Dictionary<string, string> TextDictionary { get; private set; }
public string RegionCode { get; private set; }
public SystemText()
{
RegionCode = CustomPreference.GetTextLanguage();
SetPreInstallText();
}
private void SetPreInstallText()
{
TextDictionary = new Dictionary<string, string>();
LoadAndParse("systemtext", TextDictionary);
LoadAndParse("errortext", TextDictionary);
LoadAndParse("errorheadertext", TextDictionary);
}
private void LoadAndParse(string tag, Dictionary<string, string> dic)
{
TextAsset textAsset = Resources.Load("Json/Text/" + tag) as TextAsset;
LocalizeJson.Parse(dic, RegionCode, textAsset.ToString());
}
public string Get(string key)
{
return Get(key, enableDebugReturn: true);
}
public string Get(string key, bool enableDebugReturn)
{
if (TextDictionary.ContainsKey(key))
{
return TextDictionary[key];
}
return "";
}
public string Get(string id, params string[] values)
{
return Convert(Get(id), values);
}
public string Convert(string text, params string[] values)
{
text = Parse(PARSE_TYPE.NORMAL, text, values);
text = Parse(PARSE_TYPE.SINGULAR_PLURAL, text, values);
if (RegionCode == Global.LANG_TYPE.Kor.ToString())
{
text = HangulManager.ConvertRule(text);
}
return text;
}
private string Parse(PARSE_TYPE parseType, string text, params string[] values)
{
if (values == null)
{
return text;
}
foreach (Match item in Regex.Matches(text, patternTbl[(int)parseType]))
{
string value = item.Groups["INDEX"].Value;
bool flag = value.Contains("-");
int num = int.Parse(value);
if (flag)
{
num *= -1;
}
if (values.Length <= num || values[num] == null)
{
continue;
}
string value2 = item.Groups["VALUE"].Value;
value2 = value2.Replace(item.Groups["INDEX"].Value, (!flag) ? values[num] : "");
if (parseType == PARSE_TYPE.SINGULAR_PLURAL)
{
if (!flag)
{
value2 += " ";
}
value2 += item.Groups[(int.Parse(values[num]) == 1) ? "SINGULAR" : "PLURAL"].Value;
}
text = text.Replace(item.Groups[0].Value, value2);
}
return text;
}
}